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Nintendo DS News is a News and downloads site for All Nintendo Handhelds and Consoles including the Gameboy, NES, N64, Snes, Gamecube, Wii, WiiU, NDS, 3DS, GBA and Snes, We have all the latest emulators, hack, homebrew, commercial games and all the downloads on this site, the latest homebrew and releases, Part of the
DCEmu Homebrew & Gaming Network.
THE LATEST NEWS BELOW
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October 24th, 2011, 12:51 Posted By: wraggster
News via http://www.emucr.com/
Fceux SVN r2318 is released. FCEUX is a cross platform, NTSC and PAL Famicom/NES emulator that is an evolution of the original FCE Ultra emulator. Over time FCE Ultra had separated into many separate branches. The concept behind FCEUX is to merge elements from FCE Ultra, FCEU rerecording, FCEUXD, FCEUXDSP, and FCEU-mm into a single branch of FCEU. As the X implies, it is an all-encompassing FCEU emulator that gives the best of all worlds for the general player, the ROM-hacking community, and the Tool-Assisted Speedrun Community.
Fceux SVN changelog:
r2315
sdl: fix a bug where alt key would get "stuck" when alt tabbing to fceux window
r2316
misc: fixed potential build error in getSDLKey Makefile
r2317
getSDLKey: added license, comments, and cleaned some code
r2318
fceu tree cleanup and sdl todo rewrite
http://fceultra.svn.sourceforge.net/
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October 24th, 2011, 12:49 Posted By: wraggster
News via http://www.emucr.com/
Glitch64 SVN r259 is released. GlideHQ is a realtime texture enhancer library with hi-resolution texture pack support for Glide64. Glitch64 is the recommended Glide3x wrapper for Glide64, the Glide video plugin for N64 emulators. It currently supports S3TC texture compression, anisotropic filtering, widescreen resolutions and simulates almost all the Glide3x hardware capabilities used by the plugin, included texture buffer capability (needed for render to texture). It is coded using the OpenGL API and uses GLSL shaders.
Traditional and non-traditional techniques have been used to achieve speed and high image quality even on a 9 year old 3Dfx Voodoo2. Although the 3Dfx Glide3x texture format naming conventions are used, the library can be expanded for generic use. The library supports 6 enhancers and 6 image filters. FXT1 and S3TC texture compression are supported.
Glitch64 SVN changelog:
r259
Fix line width calculation in line3d. Fixed issue 276: glover 2 intro error.
http://code.google.com/p/glidehqplusglitch64/
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October 24th, 2011, 12:48 Posted By: wraggster
News via http://www.emucr.com/
Dolphin Git 3.0-186 is released. This is the trunk of Dolphin Project. Dolphin is the first Gamecube emulator able to run commercial games! Dolphin is a great Gamecube(NGC) and Wii emulator. It has a partial Wii support and plays most Gamecube games. Dolphin has been changed SVN to Git recently.
Dolphin Git changelog:
* Added TaruKonga (DK Bongos) support.
Separated SI Device IDs from the enums used for config/gui since quite a few device types all have the gc controller SI ID.
* Merge branch 'TaruKonga'
The DK Bongos are just a standard controller in disguise (ie, it uses your GCPad input mapping):
Clap Sensor = Analog R Trigger
start = start
Top of Left Bongo = Y Button
Bottom of Left Bongo = B Button
Top of Right Bongo = X Button
Bottom of Right Bongo = A Button
http://code.google.com/p/dolphin-emu/
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October 24th, 2011, 12:46 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...d390497354e840
Update for October 2011 WinDS PRO , PC multi-emulator application including 3 for the Nintendo DS (No $ GBA / DeSmuME / iDeaS) and 2 for Game Boy Advance (VBA-M/VBA Link) and tools (emulator Custom / zoom / cheat / etc ...). Remember: completely remove the old version before installing the new.
WinDS PRO 2011.10 - DeSmuME SVN 4116 x86 (32 bit) - DeSmuME SVN 4116 x64 (64 bit) - DeSmuME USRcheat.dat 28/09/2011 - 28/09/2011 USRcheat.dat NO $ Zoomer - iDeaS 1.0.4.0 Final
http://windsprocentral.blogspot.com/
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October 24th, 2011, 12:43 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...d390497354e840
HB pickpocket updates his homebrew DS Vista in version 2. This homebrew is like a copy of the Windows operating system, adapted here for the Nintendo DS.
What is new in version 2:
Added 2 new themes: the Vista and Windows 7
Start-up is done with the Vista wallpaper
New feature: the "Games" which currently contains 2 games
# Monkeytouch (created by HB Trickster) - > V1
# + or - (created by HB Trickster) -> v0.2
Added the transparency of the icons of the start menu
replacement button "Info" and "Exit" in programs that were previously disorders
http://filouhb.00fr.com/Download.html
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October 24th, 2011, 12:26 Posted By: wraggster
The team dealing with the USB loader offers a new stable version of it. The changelog is again quite big, we note the work done on virtualization NAND, particularly on the possibility of redirecting backups to the SD card and / or USB device and also new options to extract the NAND easily .
As usual, pack a "simple" involving only the executable is available for download (link below). A more complete package (including container skins) is available on the official GoogleCode. USBLoader GX 2.3 (R1123) Official site: http://code.google.com/p/usbloader-gui/
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October 24th, 2011, 00:15 Posted By: wraggster
via http://www.aep-emu.de/
The NES emulator HalfNES has been updated to version 0.0.40.
Quote:
0.040 (10/17/2011) - Added Mapper 68 (Afterburner and Afterburner II)
- Monkeyed around with the audio code, MMC5 sound channels had the wrong pitch and audio was clipping at full volume. Both of those should be fixed.
- Also fixed sound popping when pausing and unpausing.
And in the time it took me to do that byuu made in a week what took me a year. eh.
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October 24th, 2011, 00:13 Posted By: wraggster
via http://www.aep-emu.de/
A new version of DSP Emulator has been released.
DSP emulates ZX SPECTRUM +3, ZX Spectrum 128, ZX Spectrum 48, Arcade, Amstrad CPC 464, NES and Game Boy.
Quote:
DSP Emulator 0.12 Released - Windows binary and source available.
- At last ported to Lazarus Spectrum and Amstrad drivers (only remains NES), big changes on source code, ported many functions to Lazarus (ZIP, ZLIB, files, INI, etc).
- Fixed CPU bugs, sound bugs, rewrited PIO 8255...
- Almost rewrited the Amstrad CPC driver, improved video (still not perfect), sound, stability, and disc copy protections.
- Added drivers for ´Ikari III - The rescue´, ´Search and Rescue´, ´Twin Cobra´, ´Flying Shark´ and ´Jr. Pacman´.
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October 24th, 2011, 00:12 Posted By: wraggster
via http://www.aep-emu.de/
lambnes is an open source NES emulator written in Java and is yet in a very early stage of development. A new version has been released.
Quote:
An open source NES emulator written in java mainly as an educational project.
version 0.0.5 has been released. This release includes numerous improvements and support for scrolling. Scrolling still exhibits some problems, but more or less pretty much works. Various games are kind of working now.
features:
working ppu
visualizations of palettes and pattern tables.
unimplemented:
apu
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October 24th, 2011, 00:08 Posted By: wraggster
via http://www.aep-emu.de/
A new version of the frontend SSNES for the libsnes library has been released. libsnes is the emulator core of bSNES, the most accurate SNES emulator to date, in library form.
Quote:
SSNES 0.9
Changes since 0.9 RC1:
- Allow fullscreen swapping while paused.
- Frame advance/rewind (stepping).
- Allow #include in config files.
- video_base_size for windowed mode calculations.
- Purge libsamplerate support (obsolete).
- Small SSE2 optimizations for sample conversions.
- Audio is heard when rewinding.
- Several bug fixes.
Props to AlexFolland for lots of bug testing and suggestions in #ssnes
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October 24th, 2011, 00:03 Posted By: wraggster
The following applications have been added/updated:
23 October 2011- Double Dash Wii v1.0 -> 1.22
- DrawMii v1.1
- Marcos Lopez: Part II v0.01
- MultiBu v1.0
- O.T.T.F v1.0
- Piixelator v1.0
- Playstats v1.02 -> v1.1
- PongYourWii v1.0
- POWDER v115-1 -> v116-1
- ShowTest v1.0
- TheyDoNotDie2 v0.6
- WiiMC Channel Installer v1.8 -> v1.9
- WiiMednafen v0
- WiiPaintBall v1.1
http://www.codemii.com/2011/10/23/hb...%93-week-42-3/
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October 23rd, 2011, 23:43 Posted By: wraggster
via http://dsx86.patrickaalto.com/DSblog.html
During the last week I was rather busy with other things besides this project. We have a deadline approaching for the project I work on in my daytime job, so after a full workday of coding I have been a bit too tired to work on DS2x86. I have mainly done some experiments and studying of the recently released DSTwo SDK 1.2 sources, especially on the NDS side.
The only progress in DS2x86 I have managed to make with the DSTwo SDK is that I have switched DS2x86 to use the new version 1.2. At first I got a black screen, but pretty soon I realized that this was caused by the SDK 1.2 again using the same format of the st_buf structure as what was in use in the original SDK. The SDK version 0.13 had an extra member in this structure, and as I use the fields of this structure directly in my DS2x86 code, this caused the problem. After I aligned the fields properly in DS2x86, it began to work with SDK 1.2. It almost looks like the new 1.2 version is built on top of the original 0.12 (or 0.11) version of the SDK, instead of the previous 0.13 version. I haven't studied the differences very closely, so I'm not sure if this is really the case.
The next step was to try and build the NDS side from the sources, and this is where I spent most of last week. I needed to search for the correct DevKitPro revision from the svn repository, but even after I found revision 1949 (from August 2007) with which I managed to compile the code (with quite a few warning messages, though), I was not able to link it due to some missing files. Luckily a GBATemp user called Normmatt was able to provide me with a more complete old DevKitPro version, which was able to link ds2_firmware.dat completely, though again with a lot of warnings. Anyways, this version of ds2_firmware.dat is still slightly different from the original included in the SDK 1.2, but it mostly works. I can start up DS2x86 with it, and type commands on the DOS prompt, but whenever there is disk activity (so the bottom screen should blink the "HDD" text), something goes wrong and eventually the system hangs.
I am not terribly concerned about that problem, though, as my current goal is to port the ds2_firmware.dat sources over to the latest DevKitPro, so that I can really start working on using the ARM7 for AdLib emulation and such. My primary goal is simply to have the touchscreen/key input transferred to the MIPS side, and the top screen data transferred back. After I get this done, if there is interest I might release the ported sources so that if any of you are interested in completing the lower screen and audio transfer for the SDK you can do so. I will continue with the data transfers specific to DS2x86, so after that the sources will not be of much use to other coders.
I have just managed to create the build environment for ds2_firmware.dat using the latest DevKitPro, but it does not have any DSTwo SDK -specific features in it yet. That's what I plan to do during the upcoming weeks. I'll keep you updated on my progress with my blog posts. This work means that no new versions of DSx86 or DS2x86 will be released for a few weeks now, sorry for that. I hope that I can eventually make some really worthwhile improvements to DS2x86 using the new SDK 1.2, though.
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October 23rd, 2011, 23:42 Posted By: wraggster
via http://dsx86.patrickaalto.com/
[h=4]Version 0.25 Release Notes[/h]First off, sorry for the stupid bug that crept into the previous version. I copied some paging-enhancements to several string opcodes, and forgot to change the jump address in one of the code clips I copied, so that when the game tries to move unaligned 16-bit values in memory, it actually jumps to a code that moves 32-bit values. This means that too much data is copied, overwriting something in memory, which in turn causes either erratic behaviour or in many cases a blue screen crash. I use Doom as my sanity-check game, and always test that I haven't broken the code completely before release by running it for a while. However, Doom did not happen to use this unaligned memory copy, so I did not find this problem before the release.
All in all, this version is mostly just a maintenance version and has the following improvements: - Fixed a copy-paste bug in REP MOVSW string opcode (as mentioned above). This fixes the BSOD in Heretic, Hexen, and various problems in many other games.
- Implemented INT10 calls AX=1008 (READ OVERSCAN (BORDER COLOR) REGISTER), AH=12/BL=34 (ALTERNATE FUNCTION SELECT (VGA) - CURSOR EMULATION), AH=F1/DX=0020 (EGA Register Interface Library - WRITE ONE REGISTER - Miscellaneous Output register), AH=F1/DX=0028 (EGA Register Interface Library - WRITE ONE REGISTER - Feature Control register).
- Implemented missing 66-prefix variations for LFS and LGS opcodes (NORM).
- Implemented missing RCL and RCR opcodes using 32-bit registers (SWS).
- Implemented read/write to/from CPU debug registers (RAYMAN).
- Enabled directory access using the alias of a long directory name. I had to hack into the DSTwo SDK directory.c source to enable this. I compared the source with the current NDS libFAT sources (which it is based on), and found a difference. In the DSTwo SDK version the check if the directory alias (the short 8.3 version of the long name) matches the requested directory name was simply commented out. I have no idea why, and hopefully my re-enabling this feature does not cause any new problems in file and directory handling. It is always rather scary changing the low-level file access library functions.
- Ignore writes to I/O ports 0x140..0x14F (DESCENTR).
[h=4]DSTwo SDK v1.2 released, with full source![/h]I got a very interesting email early Saturday morning, letting me know that SuperCard has released DSTwo SDK v1.2! This turned out to be a major thing, as they have now finally released the full source code, including the Nintendo DS side! This opens a lot of new possibilities when working with the SDK, the most imediately interesting to me is the possibility of moving my AdLib emulation from the MIPS side to the ARM7 side. This would make the actual CPU emulation run faster, and would also decrease the amount of data that needs to be transmitted between the processor. In the long term it might also be possible to move the bottom screen (keyboard) handling to the ARM9 side, or perhaps even moving everything besides the CPU emulation away from the MIPS processor! It would be very cool if the ARM9 would handle the full VGA emulation and ARM7 the full SoundBlaster emulation, with the MIPS side simply feeding them data in the original format of the x86 hardware!
However, there is a problem in compiling this source code, as it looks to have been built with an ancient DevKitPro r17 (the current version is r36). I haven't been able to locate this old version, so if you happen to know where to get it please let me know! Of course it would be best to update the SDK parts so that it could be compiled with the latest DevKitPro, but even to do that it would be very important to have the r17 source code to be able to distinguish between differences in the DevKitPro versions and the actual code needed by the DSTwo SDK.
The source code is not very well commented either, so it will take a while to decipher what each of the function does and how the data is actually transferred, but I am very much looking forward to changing the DS2x86 architecture to take advantage of the new possibilities. This is so interesting that I will probably put the paging features and such on hold and switch my focus to taking better advantage of the SDK. This might mean a few week's break until I release the next version, but hopefully this 0.25 version has no major new problems.
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October 23rd, 2011, 23:41 Posted By: wraggster
via http://emu-russia.net/en/
Super Nintendo emulator has been updated recently. Changes:
- license is now GPLv3;
- re-structured GUI as a multi-system emulator;
- added NES emulation [byuu, Ryphecha];
- added NES ICs: MMC1, MMC2, MMC3, MMC4, MMC5, VRC4, VRC6+audio, VRC7, Sunsoft-5B+audio, Bandai-LZ93D50;
- added NES boards: AxROM, BNROM, CNROM, ExROM, FxROM, GxROM, NROM, PxROM, SxROM, TxROM, UxROM;
- Game Boy emulation improvements [Jonas Quinn];
- SNES core outputs full 19-bit color (4-bit luma included) for more accurate color reproduction (~5% speed hit);
- audio resampler is now a band-limited polyphase resampler [Ryphecha];
- cheat database includes NES+GB codes as well [mightymo, tukuyomi];
- lots of other changes.
File: Download
News source: http://byuu.org
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October 23rd, 2011, 23:40 Posted By: wraggster
via http://emu-russia.net/en/
NES emulator has been updated. Changes:
- implemented mappers 114, 150, 176, 177, 178, 180, 182, 183, 186, 243.
News source: http://nesdev.parodius.com
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